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<div class="header">
  <div class="summary">
<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="#properties">Properties</a> &#124;
<a href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters-members.html">List of all members</a>  </div>
  <div class="headertitle">
<div class="title">BehaviorParameters Class Reference</div>  </div>
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<p>A component for setting an </p><dl class="section see"><dt>See also</dt><dd><a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a></dd></dl>
<p>instance's behavior and brain properties.  
 <a href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#details">More...</a></p>

<p>Inherits MonoBehaviour.</p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:ad0713c2852965c9d7e779040247ab3a8"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#ad0713c2852965c9d7e779040247ab3a8">TeamId</a></td></tr>
<tr class="memdesc:ad0713c2852965c9d7e779040247ab3a8"><td class="mdescLeft">&#160;</td><td class="mdescRight">The team ID for this behavior.  <a href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#ad0713c2852965c9d7e779040247ab3a8">More...</a><br /></td></tr>
<tr class="separator:ad0713c2852965c9d7e779040247ab3a8"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:a75b3fb8abdf2f1e5fde0c061559efb9b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BrainParameters.html">BrainParameters</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#a75b3fb8abdf2f1e5fde0c061559efb9b">BrainParameters</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a75b3fb8abdf2f1e5fde0c061559efb9b"><td class="mdescLeft">&#160;</td><td class="mdescRight">The associated <a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BrainParameters.html" title="Holds information about the brain.">Policies.BrainParameters</a> for this behavior.  <a href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#a75b3fb8abdf2f1e5fde0c061559efb9b">More...</a><br /></td></tr>
<tr class="separator:a75b3fb8abdf2f1e5fde0c061559efb9b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a44ed2e27e1b67c095930467675ab2287"><td class="memItemLeft" align="right" valign="top">NNModel&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#a44ed2e27e1b67c095930467675ab2287">Model</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a44ed2e27e1b67c095930467675ab2287"><td class="mdescLeft">&#160;</td><td class="mdescRight">The neural network model used when in inference mode.  <a href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#a44ed2e27e1b67c095930467675ab2287">More...</a><br /></td></tr>
<tr class="separator:a44ed2e27e1b67c095930467675ab2287"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae02a292261933044dd24d28d4021c9f4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a8ab452527c9b0df29c341a5a3a7cdaa6">InferenceDevice</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#ae02a292261933044dd24d28d4021c9f4">InferenceDevice</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ae02a292261933044dd24d28d4021c9f4"><td class="mdescLeft">&#160;</td><td class="mdescRight">How inference is performed for this <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a>'s model.  <a href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#ae02a292261933044dd24d28d4021c9f4">More...</a><br /></td></tr>
<tr class="separator:ae02a292261933044dd24d28d4021c9f4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8be953e32d228280c58a6712b5dd4de8"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a4e1f87903ff65bc5e1d2670a44bb4cfa">BehaviorType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#a8be953e32d228280c58a6712b5dd4de8">BehaviorType</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a8be953e32d228280c58a6712b5dd4de8"><td class="mdescLeft">&#160;</td><td class="mdescRight">The BehaviorType for the <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a>.  <a href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#a8be953e32d228280c58a6712b5dd4de8">More...</a><br /></td></tr>
<tr class="separator:a8be953e32d228280c58a6712b5dd4de8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa8a18ac282180b374cb8e6e7293a39f2"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#aa8a18ac282180b374cb8e6e7293a39f2">BehaviorName</a><code> [get, set]</code></td></tr>
<tr class="memdesc:aa8a18ac282180b374cb8e6e7293a39f2"><td class="mdescLeft">&#160;</td><td class="mdescRight">The name of this behavior, which is used as a base name.  <a href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#aa8a18ac282180b374cb8e6e7293a39f2">More...</a><br /></td></tr>
<tr class="separator:aa8a18ac282180b374cb8e6e7293a39f2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab1a36b1fa6c7dae46f16649a427b7e29"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#ab1a36b1fa6c7dae46f16649a427b7e29">UseChildSensors</a><code> [get, set]</code></td></tr>
<tr class="memdesc:ab1a36b1fa6c7dae46f16649a427b7e29"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether or not to use all the sensor components attached to child GameObjects of the agent.  <a href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#ab1a36b1fa6c7dae46f16649a427b7e29">More...</a><br /></td></tr>
<tr class="separator:ab1a36b1fa6c7dae46f16649a427b7e29"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a49f612eca30a61c83a35a09db8544cbe"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#aabd8ba5609c3a658b2906dc3de00ae9c">ObservableAttributeOptions</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#a49f612eca30a61c83a35a09db8544cbe">ObservableAttributeHandling</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a49f612eca30a61c83a35a09db8544cbe"><td class="mdescLeft">&#160;</td><td class="mdescRight">Determines how the <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a> class is searched for ObservableAttributes.  <a href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#a49f612eca30a61c83a35a09db8544cbe">More...</a><br /></td></tr>
<tr class="separator:a49f612eca30a61c83a35a09db8544cbe"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a638f318ff393fa727227af42316af9da"><td class="memItemLeft" align="right" valign="top">string?&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#a638f318ff393fa727227af42316af9da">FullyQualifiedBehaviorName</a><code> [get]</code></td></tr>
<tr class="memdesc:a638f318ff393fa727227af42316af9da"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the behavior name, concatenated with any other metadata (i.e.  <a href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#a638f318ff393fa727227af42316af9da">More...</a><br /></td></tr>
<tr class="separator:a638f318ff393fa727227af42316af9da"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>A component for setting an </p><dl class="section see"><dt>See also</dt><dd><a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a></dd></dl>
<p>instance's behavior and brain properties. </p>
<p>At runtime, this component generates the agent's policy objects according to the settings you specified in the Editor.</p>
</div><h2 class="groupheader">Member Data Documentation</h2>
<a id="ad0713c2852965c9d7e779040247ab3a8"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ad0713c2852965c9d7e779040247ab3a8">&#9670;&nbsp;</a></span>TeamId</h2>

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<p>The team ID for this behavior. </p>

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<h2 class="groupheader">Property Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#aa8a18ac282180b374cb8e6e7293a39f2">&#9670;&nbsp;</a></span>BehaviorName</h2>

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<p>The name of this behavior, which is used as a base name. </p>
<p>See <a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BehaviorParameters.html#a638f318ff393fa727227af42316af9da" title="Returns the behavior name, concatenated with any other metadata (i.e.">FullyQualifiedBehaviorName</a> for the full name. This should not be set at runtime; use <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html#aba7983dfccddded21f1fbd4354bbf810" title="Updates the Model assigned to this Agent instance.">Agent.SetModel(string,NNModel,Policies.InferenceDevice)</a> to set it instead.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a8be953e32d228280c58a6712b5dd4de8">&#9670;&nbsp;</a></span>BehaviorType</h2>

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          <td class="memname"><a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a4e1f87903ff65bc5e1d2670a44bb4cfa">BehaviorType</a> <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a4e1f87903ff65bc5e1d2670a44bb4cfa">BehaviorType</a></td>
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<span class="mlabels"><span class="mlabel">get</span><span class="mlabel">set</span></span>  </td>
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<p>The BehaviorType for the <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a>. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a75b3fb8abdf2f1e5fde0c061559efb9b">&#9670;&nbsp;</a></span>BrainParameters</h2>

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<p>The associated <a class="el" href="classUnity_1_1MLAgents_1_1Policies_1_1BrainParameters.html" title="Holds information about the brain.">Policies.BrainParameters</a> for this behavior. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a638f318ff393fa727227af42316af9da">&#9670;&nbsp;</a></span>FullyQualifiedBehaviorName</h2>

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<p>Returns the behavior name, concatenated with any other metadata (i.e. </p>
<p>team id).</p>

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<h2 class="memtitle"><span class="permalink"><a href="#ae02a292261933044dd24d28d4021c9f4">&#9670;&nbsp;</a></span>InferenceDevice</h2>

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          <td class="memname"><a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a8ab452527c9b0df29c341a5a3a7cdaa6">InferenceDevice</a> <a class="el" href="namespaceUnity_1_1MLAgents_1_1Policies.html#a8ab452527c9b0df29c341a5a3a7cdaa6">InferenceDevice</a></td>
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<p>How inference is performed for this <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a>'s model. </p>
<p>This should not be set at runtime; use <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html#aba7983dfccddded21f1fbd4354bbf810" title="Updates the Model assigned to this Agent instance.">Agent.SetModel(string,NNModel,Policies.InferenceDevice)</a> to set it instead.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a44ed2e27e1b67c095930467675ab2287">&#9670;&nbsp;</a></span>Model</h2>

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<p>The neural network model used when in inference mode. </p>
<p>This should not be set at runtime; use <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html#aba7983dfccddded21f1fbd4354bbf810" title="Updates the Model assigned to this Agent instance.">Agent.SetModel(string,NNModel,Policies.InferenceDevice)</a> to set it instead.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a49f612eca30a61c83a35a09db8544cbe">&#9670;&nbsp;</a></span>ObservableAttributeHandling</h2>

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<p>Determines how the <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a> class is searched for ObservableAttributes. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#ab1a36b1fa6c7dae46f16649a427b7e29">&#9670;&nbsp;</a></span>UseChildSensors</h2>

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          <td class="memname">bool UseChildSensors</td>
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<p>Whether or not to use all the sensor components attached to child GameObjects of the agent. </p>
<p>Note that changing this after the <a class="el" href="classUnity_1_1MLAgents_1_1Agent.html" title="An agent is an actor that can observe its environment, decide on the best course of action using thos...">Agent</a> has been initialized will not have any effect.</p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="BehaviorParameters_8cs.html">BehaviorParameters.cs</a></li>
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